Analysis of Study Trend on Online Game Crime

2021 ◽  
Vol 11 (4) ◽  
pp. 1-22
Author(s):  
Hak Bum Kim ◽  
Keyword(s):  
Author(s):  
Caleb T. Carr ◽  
Paul Zube

Network autocorrelation occurs when individuals receive assistance from others which regulates their own behavior, and it can be used to explain how group members may improve their task performance. This study explored how network autocorrelation, via informal communication within a virtual group, affected an individual’s task achievement in the online game World of Warcraft. Informal interactions between guild members during a 4-year period were collected and analyzed to assess how informal interactions with other group members affected an individual’s in-game achievement. Findings indicate informal communication from other group members (specifically the experience and helpfulness of the other members) positively predict an individual’s task performance, while tenure with the group negatively predict individual achievement. Findings are discussed with respect to network analysis and influence in online groups.


2019 ◽  
Author(s):  
Li Wang ◽  
Liu Fan ◽  
SungMin Bae

2007 ◽  
Vol 35 (10) ◽  
pp. 16
Author(s):  
SHERRY BOSCHERT
Keyword(s):  

10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2017 ◽  
Vol 10 (3) ◽  
pp. 39-66
Author(s):  
Jong-Il Kim ◽  

2015 ◽  
Vol 6 (3) ◽  
pp. 877-877
Author(s):  
Sang Jin Kim ◽  
◽  
Kyong Ryul Koo ◽  
Honglei Liu ◽  
Kyung Hoon Kim

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